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Ship movement


wrathgon

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Movement

Numbers based on our speeds engines


Minimum Forward Speed: (Half) If a ship fails to maintain its minimum forward speed while in a planet's atmosphere, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 250 feet in the first round of falling. If this distance brings it to the ground, it is destroyed as if in a collision with the planet. If the fall doesn’t bring the ship to the ground, it must spend its next turn recovering from the stall. The helmsman must succeed on a DC 20 Pilot check to recover. Otherwise it falls another 250 feet. If it hits the ground, it is destroyed. Otherwise, it has another chance to recover on its next turn.

Minimum Forward Speed has no effect in space.

Hover(no): The ability to stay in one place while in atmosphere. All ships can hover in space.

Move Backward (yes): The ability to move backward without turning around.

Reverse(-500 feet) : A ship must spend some of its movement to begin flying backwards. This only applies when the ship first begins moving backwards; subsequent rounds of backwards movement do not carry this cost.

Turn (45°/500 ft.) : How much the ship can turn after covering the stated distance.

Turn in Place(+45°/-500 ft) : Many ships can spend some of their movement to turn in place without actually moving.

Maximum Turn (90°) : How much the ship can turn in any one hex.

Up Angle (60°) : The angle at which the ship can climb. This applies only in atmosphere. Treat up and down movement in space just like turning.

Up Speed(half) : How fast the ship can climb. This applies only in atmosphere. Treat up and down movement in space just like turning.

Down Angle(Any) : The angle at which the ship can descend. This applies only in atmosphere. Treat up and down movement in space just like turning.

Down Speed(double) : A ship can fly down at twice its normal flying speed. This applies only in atmosphere. Treat up and down movement in space just like turning.

Between Down and Up (500 ft) : An average, poor, or clumsy ship must fly level for a minimum distance after descending and before climbing. Any ship can begin descending after a climb without an intervening distance of level flight. This applies only in atmosphere. Treat up and down movement in space just like turning.

Max Dex(+4) : The clumsier a ship is, the harder it will be to make it dodge. This number is the maximum amount of Dexterity bonus that the pilot can apply to the ship's Defense. If the Pilot's Dexterity score is higher than this, it drops to this value for purposes of the ship's Defense.

Class Mod(+1/2) : The pilot's Class bonus to Defense is multiplied by this number before being applied to the ship's Defense. Round down.

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